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General Tabletop Discussion
*Dungeons & Dragons
Abilities as Spells: splitting your abilities between class section and spell section
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<blockquote data-quote="Mirrorrorrim" data-source="post: 9027537" data-attributes="member: 7040132"><p>Considering class-specific spells, I am interested in exploring the idea of breaking Wildshape out of being a Channel Nature ability. What if there was a "Wildshape" series of Druid-only spells? This way, Spellcasting and Wildshaping work hand in hand, and you can wildshape a lot more if you want, or ignore it and cast spells instead. Do the rules for Wildshape need to be so big that they don't fit in spells? Maybe there is a Channel Nature option, usable in Wildshape form, that lets you buff in some way?</p><p></p><p>Level 1 Spell - <strong>Critter Wildshape</strong>. Casting Time: 1 bonus action. Duration: 1 hour (concentration). Become a Tiny critter (use a stat-block in the spell). While in Critter form, you have your Con modifier in THP. When you lose your concentration, or your THP from this spell, the spell ends. Upcast to L2, get Aquatic, Upcast to L3, get Aerial?</p><p></p><p>Level 2 Spell - <strong>Wildshape</strong>. (Get at 3rd level, like Subclass). Casting Time: 1 bonus action. Duration: 1 hour (not-concentration). (Uses a Stat-block in the spell that the stats increase with upcasting.) While in Wildshape, you get your <em>Con score</em> in THP. When you become unconcious, the spell ends. Generally, only higher level druids can use higher level spell slots get more powerful stats, if one wants to focus on that.</p><p></p><p>Maybe upcasting to 3rd level lets you choose an Aquatic form and upcasting to 4th level lets you choose an Aerial form, or those functionalities could be broken out into L3 and L4 spells with their own specific stat-blocks.</p></blockquote><p></p>
[QUOTE="Mirrorrorrim, post: 9027537, member: 7040132"] Considering class-specific spells, I am interested in exploring the idea of breaking Wildshape out of being a Channel Nature ability. What if there was a "Wildshape" series of Druid-only spells? This way, Spellcasting and Wildshaping work hand in hand, and you can wildshape a lot more if you want, or ignore it and cast spells instead. Do the rules for Wildshape need to be so big that they don't fit in spells? Maybe there is a Channel Nature option, usable in Wildshape form, that lets you buff in some way? Level 1 Spell - [B]Critter Wildshape[/B]. Casting Time: 1 bonus action. Duration: 1 hour (concentration). Become a Tiny critter (use a stat-block in the spell). While in Critter form, you have your Con modifier in THP. When you lose your concentration, or your THP from this spell, the spell ends. Upcast to L2, get Aquatic, Upcast to L3, get Aerial? Level 2 Spell - [B]Wildshape[/B]. (Get at 3rd level, like Subclass). Casting Time: 1 bonus action. Duration: 1 hour (not-concentration). (Uses a Stat-block in the spell that the stats increase with upcasting.) While in Wildshape, you get your [I]Con score[/I] in THP. When you become unconcious, the spell ends. Generally, only higher level druids can use higher level spell slots get more powerful stats, if one wants to focus on that. Maybe upcasting to 3rd level lets you choose an Aquatic form and upcasting to 4th level lets you choose an Aerial form, or those functionalities could be broken out into L3 and L4 spells with their own specific stat-blocks. [/QUOTE]
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